Difference between revisions of "TORDOM:Hártafl"

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-Rewards-:  
 
-Rewards-:  
* Grievous
+
* Grievous (Dagger)
 
-Virtues-:  
 
-Virtues-:  
* Shadow-bane
+
* Shadow-bane (+3 to Forward attack vs. Shadow creatures)
  
 
-Gear-
 
-Gear-

Revision as of 07:41, 24 May 2015

Hártafl
Culture: Elf of Mirkwood
Standard of Living: Martial
Cultural blessing: Folk of the Dusk
Calling: Wanderer Shadow weakness: Wandering Madness
Specialties: Elven-lore, Boating, Folk-lore
Distinctive features: Fair-spoken, Hardened
Body: 6 Heart: 2 Wits: 6
Body (favoured): 9 Heart (favoured): 3 Wits (favoured): 8

-Common Skills-

Personality
* Awe: 2
* Inspire: 0
* Persuade: 0
Movement
* Athletics: 3
* Travel: 2
* Stealth: 2
Perception
* Awareness: 2
* Insight: 0
* Search: 0
Survival
* Explore: 0
* Healing: 1
* Hunting: 1
Custom •
* Song: 2
* Courtesy: 0
* Riddle: 0
Vocation
* Craft: 0
* Battle: 3
* Lore: 3

-Weapon Skills-

  • Bow: 2
  • Sword: 1
  • Dagger: 2

-Rewards-:

  • Grievous (Dagger)

-Virtues-:

  • Shadow-bane (+3 to Forward attack vs. Shadow creatures)

-Gear-

  • Bow damage: 5 edge: 10 injury: 14 enc: 1
  • Dagger damage: 5 edge: G injury: 12 enc: 0
  • Leather Corselet protection: 2d6 enc: 8
  • Buckler parry: +1 enc: 1 (= a thick cloak that doubles as a buckler when wrapped around the off-arm)
  • travelling gear, a beautiful hand-carved chess set, a wooden flute.
Fatigue & Endurance
Endurance: 24 Starting Endurance: 24
Fatigue from Encumbrance: 10 Fatigue from Travel: 8 Total Fatigue: 18
Default Journey Role: ?
Hope & Shadow
Hope: 10 Starting Hope: 10
Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
Fellowship Focus: unspecified
Protection & Damage
Armour: 2d Headgear: +0
Parry: 7 (6 without buckler)
Damage: 5 (+6) Ranged: 5 (+6)
Experience & Advancement
Wisdom: 2 Valour: 2
Experience: 0 Total Experience: 4
Fellowship: ? Advancement: 0 Treasure: 0 Standing: 0

Background For most of his twentieth and thirtieth decades, Hártafl lived without a care for the outside world. He would play, or sing, or otherwise fritter his time in the delight of the company of elves. Yes, he was a master tactician, but he applied his gift only to boardgames. His carefree sense of play was once welcome, though he could be cruel in his pursuit of a victory. Even when the king would choose him as an opponent during the long nights or even an occasional embassy, Hártafl would prove an acceptable adversary (even if against him Hártafl would regularly lose). Still, no one felt he was a substantial person: he was a light elf, and there was never any sense that Elrond took him into any confidence.

Now, on the eve of his fortieth decade, Hártafl has begun to change. The elves have begun to bore him, he says, and Hártafl wishes to see the world. For the past few years he has been more reclusive, working on his own, and retreating from all contact. Now he has emerged and is ready to wander. His friends, such as they were, think him mad. But Hártafl is entering his endgame, and this is no time live life defensively. Not if he's going to win.